What's everyone think of Gallant Haven

By Vogons, in Star Wars: Armada Fleet Builds

I use an AF2 with Gallant Haven on most of my carrier fleet builds, I run it with another ship to activate squadrons, and try to keep everything under the protection of Haven. So far it's especially good with B's escorted by YT-1300. Taking that point of damage away make those things impossible to kill. Mauler can still do his special damage to the group, but he won't get to do it twice, especially as I run Flight Controllers as well.

I really look at this as the answer to imperial squad balls, but play a limited group of people. What's everyone else's take on this.

Gallant Haven is a bunker. If your opponent's fighters run screaming at your bunker, they're going to have a bad time (especially if you get Brace tokens on your squadrons, that gets really frustrating to deal with). If your opponent doesn't, then you can run into problems because your squadrons want to go do something (attack other squadrons, bomb ships) but your Assault Frigate doesn't want to follow them into dangerous territory where it's likely to take shots/bombs at close range sooner or later.

It's been my experience that newer players tend to rate Gallant Haven pretty highly and can see it as a meta-warping card. Once their opponents get used to using their fighter squadrons more intelligently instead of just rushing them suicidally forward, its usefulness tends to decrease pretty dramatically.

Haven with Jan handing braces out tends to make my opponents just completely ignore squadrons. That's why they tend to get a bit smarter and try to lure me away from Haven.

That poor frigate will be going to medium range, usually with an M80. Getting them back out has been an occasional problem I'll admit. That's another great use for Haven, so far it draws fire away from other ships REALLY well

Maybe second player with objectives that force the opponent to close with you to win the game? As the others have suggested, you need a way to mitigate the fact that a smart player will know not to engage around Gallant Haven, which means you need a way to force him to engage in and around the ship. It isn't an easy ship to use effectively with any kind of consistency.

I think superfriends (mauler, fel and co) kills all the squads under gallant haven in 2 turns anyway and so have little respect for haven

I think superfriends (mauler, fel and co) kills all the squads under gallant haven in 2 turns anyway and so have little respect for haven

Mon Mothma AFK MK II A with ruthless strategist and gallant haven laughs at you.

If you can take out intel first, the frigate will quite happily drive into squads and wreck havoc.

I think superfriends (mauler, fel and co) kills all the squads under gallant haven in 2 turns anyway and so have little respect for haven

Mon Mothma AFK MK II A with ruthless strategist and gallant haven laughs at you.

If you can take out intel first, the frigate will quite happily drive into squads and wreck havoc.

So you're spending more points on a ship with less squadrons value to hang out with your squadrons and then a title to protect squadrons and an upgrade that works by damaging them?

That is one extremely confused ship. Still just as likely to blow up when it follows its squadrons in too close. I see this happen to Gallant Haven all the time when it actually hits the table.

I love using squadrons but do so very offensively or set up a screen for any incoming Demolishers which is very rarely sat at range 1 of my frigate so sadly have yet to use this title.

I've had some success with Gallant Haven. It favors some aggressive maneuvering by the Assault Frigate. It's the one time I made Projection Experts work well, by using them to keep GH alive.

The best usage of GH I see consistently:

2xAF2A with Paragon and GH. You want to fly that very aggressively, and the guy who runs it surrounds it with B-Wings so you either just have to avoid the thing, or take a massive punch to the face if you get close.

Note that the AF with GH is not usually the one activating those squadrons, either.

Edit: for clarity

Edited by Reinholt

In my local area it is a must include for all rebel players, then they back it up with a bunch of A-wings. They will almost never leave the protective bubble, so you either have to send in your fighters to take out his, or try and take out the ship. It may just be my luck but most of the time I can only get one hit with my fighters so do no damage. Most of my ships (I still run a lot of VSD) only have one anti-fighter dice so can do no damage to his fighters. So I have started to run the Rimmer Ball as I think they are the opposite sides of the coin from each other.